add coins and flip hero
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6efab241a5
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1ddc649165
@ -11,8 +11,6 @@
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Если скачать не получилось то будут нарисованы заглушки.
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Зависимости: pygame pillow
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TODO: отбработка выхода из лабиринта
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"""
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import os
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@ -21,7 +19,7 @@ import tempfile
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import urllib.request
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from abc import ABC, abstractmethod
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from contextlib import contextmanager
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from random import choice, randrange
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from random import choice, randrange, sample
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from typing import NamedTuple, Optional
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import PIL
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@ -285,6 +283,9 @@ class Hero(GameObject):
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self.rect = self.surface.get_rect()
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self.rect.topleft = coords
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self.active = True
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self.looking_right = False
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# картинка изначально влево, а надо бы начинать со взгляда вправо
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self.flip()
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def draw(self):
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self.parent.surface.blit(self.surface, self.rect)
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@ -320,36 +321,57 @@ class Hero(GameObject):
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has_collision = self._check_collision(coords)
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super().set_coords(coords)
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def flip(self):
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self.looking_right = not self.looking_right
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self._surface = pygame.transform.flip(self.surface, True, False)
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def move(self, direction: Coords, step: int = 1):
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if direction.x != 0:
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going_right = direction.x > 0
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if self.looking_right != going_right:
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self.flip()
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self.coords += direction * step
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self.scene.coins.collect(self.rect)
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def move_left(self, step: int = 1):
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self.move(Coords(-1, 0), step)
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def move_right(self, step: int = 1):
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self.move(Coords(1, 0), step)
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def move_up(self, step: int = 1):
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self.move(Coords(0, -1), step)
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def move_down(self, step: int = 1):
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self.move(Coords(0, 1), step)
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def handle_event(self, event: pygame.event.Event):
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if not self.active:
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return
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up, down = Coords(0, -1), Coords(0, 1)
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left, right = Coords(-1, 0), Coords(1, 0)
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da, db = 30, 5
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wide, short = 30, 5
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if event.type == pygame.KEYDOWN:
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match event.key:
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case pygame.K_UP:
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self.coords += up * da
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self.move_up(wide)
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case pygame.K_DOWN:
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self.coords += down * da
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self.move_down(wide)
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case pygame.K_LEFT:
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self.coords += left * da
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self.move_left(wide)
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case pygame.K_RIGHT:
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self.coords += right * da
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self.move_right(wide)
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case pygame.K_w:
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self.coords += up * db
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self.move_up(short)
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case pygame.K_s:
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self.coords += down * db
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self.move_down(short)
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case pygame.K_a:
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self.coords += left * db
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self.move_left(short)
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case pygame.K_d:
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self.coords += right * db
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self.move_right(short)
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class WallBlock(GameObject):
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"""объект елемента стены"""
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"""объект элемента стены"""
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def __init__(
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self,
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@ -395,6 +417,102 @@ class Walls(GameObject):
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return True
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return False
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class Coin(GameObject):
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"""объект монетки"""
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def __init__(
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self,
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coords: Coords,
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parent: GameObject,
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assets: dict | None = None,
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):
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super().__init__(coords, parent, assets)
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self._surface = pygame.image.load(self.assets["coin.png"])
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self.rect = self.surface.get_rect()
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self.rect.topleft = coords
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# уменьшаем размер монетки
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new_rect = self.rect.scale_by(0.7, 0.7)
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self._surface = pygame.transform.scale(self._surface, new_rect.size)
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self.rect = new_rect
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def draw(self):
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self.parent.surface.blit(self.surface, self.rect)
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class Coins(GameObject):
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"""объект коллекции монеток"""
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def __init__(
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self,
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parent: GameObject,
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maze: list[list[int]],
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box_sz: Coords,
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count: int,
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assets: dict | None = None,
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):
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super().__init__(Coords.zero(), parent, assets)
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self.box_sz = box_sz
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self._capacity = count
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free_points = []
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excluded = Coords(0, 1), get_maze_sz(maze) - Coords(1, 2)
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for i, row in enumerate(maze):
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for j, item in enumerate(row):
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p = Coords(j, i)
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if item < 1 and p not in excluded:
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free_points.append(p)
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continue
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coin_points = sample(free_points, min(count, len(free_points)))
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self.coins = [
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Coin(point.transform(box_sz), self, self.assets)
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for point in coin_points
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]
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self.collected_coins = []
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# Надпись, если все монетки собраны
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font = pygame.font.SysFont("Arial", 30)
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text = "Все монетки собраны!"
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self.done_txt = font.render(text, 1, "#050366e3")
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self.done_txt_rect = self.done_txt.get_rect()
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self.done_txt_rect.topleft = Coords(10, 10)
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@property
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def capacity(self):
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return self._capacity
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@property
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def coins_left(self):
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return len(self.coins)
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@property
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def coins_collected(self):
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return self.capacity - self.coins_left
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@property
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def all_collected(self):
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return self.coins_left == 0
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def draw(self):
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for coin in self.collected_coins:
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coin.draw()
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for coin in self.coins:
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coin.draw()
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if self.all_collected:
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self.parent.surface.blit(self.done_txt, self.done_txt_rect)
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def add_to_collected(self, coin: Coin):
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last_pos = Coords(10, 10)
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if self.collected_coins:
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last_pos = Coords(*self.collected_coins[-1].rect.topright)
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last_pos -= Coords(coin.rect.width // 2, 0)
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coin.coords = last_pos
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self.collected_coins.append(coin)
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def collect(self, rect: pygame.Rect):
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mined = [*filter(lambda coin: coin.rect.colliderect(rect), self.coins)]
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for coin in mined:
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self.coins.remove(coin)
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self.add_to_collected(coin)
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class EndLevel(GameObject):
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def __init__(self, scene: GameObject):
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@ -417,10 +535,19 @@ class EndLevel(GameObject):
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self.hint_rect.center = self.parent.rect.center
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self.hint_rect = self.hint_rect.move(Coords(0, 300))
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# Надпись для хорошего финала
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text = "Все монетки собраны!"
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self.goodtxt = font_hint.render(text, 1, "#96081ba4")
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self.goodtxt_rect = self.goodtxt.get_rect()
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self.goodtxt_rect.center = self.parent.rect.center
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self.goodtxt_rect = self.goodtxt_rect.move(Coords(0, -100))
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def draw(self):
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if not self.active:
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return
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self.parent.surface.blit(self.image, self.rect)
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if self.scene.coins.all_collected:
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self.parent.surface.blit(self.image, self.rect)
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self.parent.surface.blit(self.goodtxt, self.goodtxt_rect)
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self.parent.surface.blit(self.surface, self.rect)
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self.parent.surface.blit(self.hint, self.hint_rect)
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@ -439,7 +566,7 @@ class Scene(GameObject):
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# кнопки для выхода из игры
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exit_keys = (pygame.K_ESCAPE, pygame.K_q)
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def __init__(self, assets: dict, screen_sz: Coords, maze_sz: Coords):
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def __init__(self, assets: dict, screen_sz: Coords, maze_sz: Coords, coins_count: int):
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super().__init__(Coords.zero(), None, assets)
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self.maze = maze_gen(*maze_sz)
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maze_sz = get_maze_sz(self.maze)
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@ -447,6 +574,7 @@ class Scene(GameObject):
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box_sz = screen_sz // get_maze_sz(self.maze)
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self.box_sz = box_sz
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resize_img(self.assets, "brick.png", box_sz)
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resize_img(self.assets, "coin.png", box_sz)
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hero_sz = Coords(*map(int, box_sz * 0.8))
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resize_img(self.assets, "ghost.png", hero_sz)
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@ -461,12 +589,15 @@ class Scene(GameObject):
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self.done = False
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self.level_completed = False
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self.maze = maze_gen(6, 6)
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self.walls = Walls(self, self.maze, box_sz)
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self.coins = Coins(self, self.maze, box_sz, coins_count)
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self.end = EndLevel(self)
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self.end.active = False
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self.want_new_level = False
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self.exit_rect = self.get_exit_rect()
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# для тестирования экрана конца уровня
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# #для тестирования экрана конца уровня
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# self.hero.coords = Coords(*self.exit_rect.topleft) + Coords(
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# -self.box_sz.x // 2, 5
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# )
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@ -495,9 +626,9 @@ class Scene(GameObject):
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if self.level_completed:
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self.end.draw()
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else:
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# pygame.draw.rect(self._surface, pygame.Color("#42c53d25"), self.get_exit_rect())
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self.hero.draw()
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self.walls.draw()
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self.coins.draw()
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def handle_event(self, event: pygame.event.Event):
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if self.done:
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@ -525,11 +656,12 @@ def game(assets):
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pygame.init()
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screen_sz = Coords(1000, 1000)
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maze_sz = Coords(6, 6)
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coins_count = 10
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pygame.display.set_caption("Движение рисунка на Pygame")
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want_new_level = True
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while want_new_level:
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scene = Scene(assets, screen_sz, maze_sz)
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scene = Scene(assets, screen_sz, maze_sz, coins_count)
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scene.event_loop()
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want_new_level = scene.want_new_level
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@ -542,6 +674,7 @@ def main():
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"ghost.png",
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"brick.png",
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"win.png",
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"coin.png",
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]
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with get_assets(assets) as assets:
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game(assets)
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